RESISTED_BY_DODGE_MELEE, // probability is calculated as dodge melee is calculated
RESISTED_BY_DODGE_RANGED, // probability is calculated as dodge ranged is calculated
RESISTED_BY_HP, // probability is calculated based on DEFINE_UNIT_BIG_HP_VALUE and unit hp
RESISTED_BY_POWER, // probability is calculated based on DEFINE_UNIT_BIG_POWER_VALUE and unit hp

"chancePercent":1.0,----------------------------------------------------------------chance of casting the spell, here use 1=100% if you want to be always// Also on WEAPON_SLOT_1,WEAPON_EFFECT_SLOT_HEAL the probability to take effect on targeted/damaged unit (eg. is weapon fire effect sticks on enemy or not)

new kind of effects:
public static final int SYSTEM_SPECIAL_EFFECT_RELOCATE = 118; // used to "teleport" the caster unit to the target location, target is read by the green environmental floating action.
public static final int SYSTEM_SPECIAL_EFFECT_REVEAL = 119; // used to reveal a spot on target location, target is read by the green environmental floating action.

new kind of effects:
public static final int SYSTEM_SPECIAL_EFFECT_RELOCATE = 118; // used to "teleport" the caster unit to the target location, target is read by the green environmental floating action.
public static final int SYSTEM_SPECIAL_EFFECT_REVEAL = 119; // used to reveal a spot on target location, target is read by the green environmental floating action.

new effect special settings:
IS_TERRAIN_SOURCE, // this effect is from a terrain affection (like in woods foot units can have +1 defense)
WEARS_OFF_AFTER_MOVE, // the effect (if on unit as a enchantment) will wears off after unit moves
WEARS_OFF_AFTER_ATTACK, // the effect (if on unit as a enchantment) will wears off after unit attacs
WEARS_OFF_AFTER_ABILITY_USE, // the effect (if on unit as a enchantment) will wears off after unit uses spell or ability

new effect special settings:
IS_TERRAIN_SOURCE, // this effect is from a terrain affection (like in woods foot units can have +1 defense)
WEARS_OFF_AFTER_MOVE, // the effect (if on unit as a enchantment) will wears off after unit moves
WEARS_OFF_AFTER_ATTACK, // the effect (if on unit as a enchantment) will wears off after unit attacs
WEARS_OFF_AFTER_ABILITY_USE, // the effect (if on unit as a enchantment) will wears off after unit uses spell or ability

New:
"groups":["GROUP1", "GROUP2"], -------------------------------------------------- the group(s) of this effect (used in eg. removesEffectGroups), you can configure any string value here
"removesEffectGroups":["GROUP1", "GROUP2"], ----------------------------------- list of effect groups that effects will be removed when this effect applied, combines with removesBuffs! "NONE" considered as "ALL"

CAN_TARGET_TC_FIRST, // if set: the spell can target the tc if the first unit is targetable, only that unit will receive the effect
CAN_TARGET_TC_FIRST_TARGETABLE, // if set: the spell can target the tc any of units is targetable, but only first of them will get the effect

public static final int SYSTEM_SPECIAL_EFFECT_PROD_SPEEDUP = 120; // production speedup works exactly like the PROD_SPEEDUP specunitaction, will instantly decrease turnsleft (by dataInt value) in production (self sacrifice should be coded in json)

new propert to set:
trnEffectDefIDOnFail = "EFFECTNAME"; -------------------------------------------------------- used when the effect casting falied, this effect will be attached to target (if it was a targeted spell)

usage: eg. you can put "fear" on target even if you missed to shoot it down.